annotate arogue7/passages.c @ 146:5a77931393f4

xrogue: add an exit prompt. This gives the player a chance to see the high score list when playing via dgamelaunch.
author John "Elwin" Edwards
date Wed, 20 May 2015 12:51:16 -0400
parents adfa37e67084
children 1cd604c827a3
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1 /*
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2 * passages.c - Draw the connecting passages
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 /*
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16 * Draw the connecting passages
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17 *
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18 * @(#)passages.c 3.4 (Berkeley) 6/15/81
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19 */
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20
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21 #include "curses.h"
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22 #include "rogue.h"
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23
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24 /*
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25 * do_passages:
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26 * Draw all the passages on a level.
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27 */
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28
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29 do_passages()
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30 {
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31 register struct rdes *r1, *r2;
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32 register int i, j;
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33 register int roomcount;
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34 static struct rdes
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35 {
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36 bool conn[MAXROOMS]; /* possible to connect to room i? */
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37 bool isconn[MAXROOMS]; /* connection been made to room i? */
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38 bool ingraph; /* this room in graph already? */
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39 } rdes[MAXROOMS] = {
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40 { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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41 { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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42 { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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43 { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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44 { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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45 { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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46 { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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47 { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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48 { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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49 };
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50
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51 /*
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52 * reinitialize room graph description
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53 */
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54 for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++)
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55 {
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56 for (j = 0; j < MAXROOMS; j++)
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57 r1->isconn[j] = FALSE;
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58 r1->ingraph = FALSE;
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59 }
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60
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61 /*
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62 * starting with one room, connect it to a random adjacent room and
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63 * then pick a new room to start with.
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64 */
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65 roomcount = 1;
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66 r1 = &rdes[rnd(MAXROOMS)];
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67 r1->ingraph = TRUE;
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68 do
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69 {
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70 /*
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71 * find a room to connect with
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72 */
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73 j = 0;
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74 for (i = 0; i < MAXROOMS; i++)
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75 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
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76 r2 = &rdes[i];
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77 /*
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78 * if no adjacent rooms are outside the graph, pick a new room
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79 * to look from
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80 */
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81 if (j == 0)
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82 {
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83 do
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84 r1 = &rdes[rnd(MAXROOMS)];
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85 until (r1->ingraph);
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86 }
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87 /*
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88 * otherwise, connect new room to the graph, and draw a tunnel
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89 * to it
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90 */
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91 else
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